new helmet
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after seeing yesterday's episode, I just wondered if the new helmet (in addition to allowing the use of the sight spell) was intended to prevent dungeoneers from seeing too much around them. Often in the earlier series' dungeoneers seem to know where they're going without instruction from their advisors. In yesterday's episode the movement was quite clumsy and the dungeoneer seemed unsure of where he was going, even in the initial dwarf-tunnel when most previous dungeoneers have just ploughed straight ahead. The new helmet goes in at the neck a bit more, meaning the dungeoneer has to rely more on his/her advisors, which is surely the point.
what do other's think? Personally I preferred the design of the old helmet, it being more distinctive, but if I'm right about this, then far from each series being made progressively easier this might represent a concerted effort to seperate good teams from poor teams (with dungeoneers being able to see less themselves teams with poor direction commands will probably lose in number puzzle type rooms)
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*This is Kieran using Drassil's account.
Well, as am sure a few are aware now, helmets/other props were used for this years RPG. I can confirm that the visor helmet is a lot more restricting of vision.
Mainly the visor came along to help with the budding VR technology, ie what you see when the use a Sight/Visor spell or potion.
As for the earlier helmet, a lot more can be seen, which would suggest it is a fair comment to suggest the visor helmet was brought in to combat the visual issue as well as the VR technology.
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Another thing that bears mentioning;-
I found when I tried them out at the RPG that the old helmet was a lot more comfortable to wear than the new one. The cross-beam along the bottom of the new helmet was actually quite painful as I put it on as it really squashed and scraped the nose.

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I can't honestly say that I remember many dungeoneers guiding themselves around very much when wearing the old helmet, and I don't think the new helmet gave the advisors more to do (thanks to the Eye Shield and the introduction of those darned seeing spells.) Pity there wasn't more need for guiding, because complicated floor puzzles always added to the tension of an episode.
I think I'm about due for promotion... Onwards to the lower levels!
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The SIGHT spell and its variations were done using VR goggles inside the visor (which is why they introduced the new helmet). The reason why they included the spells appears to be just as a way to show the technology off. (In other words it was done entirely for its own sake.)
The dungeoneer still needed guidance because the perspective offered by the goggles was pretty useless and confusing. In practical terms there was little point to it.
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i had nothing against the new helmet i think it did a god job not letting the little darlings cheat!!!!!!
both the helmets werent the most comfortable of things though were they??
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